Skinning

 
 
 

Skinning is the process of binding deformable objects to a skeleton. Typically, the deformable objects are NURBS or polygonal surfaces. These geometry objects become the character’s surface, or skin, and their shapes are influenced by the action of the skeleton’s joints.

Once you’ve built a skeleton for a character, you can bind the model to the skeleton using smooth skinning or rigid skinning. You can also use indirect skinning methods, which combine the use of lattice or wrap deformers with either smooth or rigid skinning.

Related topics

Creative Commons License Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License